The whole point of the game is survival, for fuck's sake. What the hell is supposed to happen falling, getting stabbed, and hurt? Just supposed to get off her feet, shake it off and keep on trucking?
The whole premise is you're on this island and vying for your damn life. Christ people.
The thing with this (and this interview is about as transparent about it as can be) is that any situation she can be in is one decided by the developer. With the things he's talking about in the interview (friends in danger, taken prisoner, attempted rape) as well as other situations we've seen so far (like that pipe through her abdomen early on, or her tumble from her parachute), they're all fixed aspects of the narrative, and they're intentionally contrived to produce a character arc that Crystal Dynamics had. Even when we learned the premise about Lara surviving on an island after a shipwreck, none of these things had to logically follow.
I don't think there's anything intrinsically bad about the narrative idea of a young Lara Croft put in a bad situation, struggling to get out alive, and becoming stronger as a result. But it's weird when the developers are talking about how "...just when she gets confident, we break her down again." We? He's talking like he's one of the thugs on the island. It makes it sound like the Hand of the Developer is the reason for Lara's suffering, not a logical extension of the premise. That sort of thing comes across as very exploitative, and it's going to make me much more critical of events that I might otherwise accept.
Simultaneously, there's a weird gameplay-narrative disconnect in things like the cliffside traversal demo they showed at E3, where Lara's clutching that stab wound from last E3 as she runs around, except when she ignores it so she can make death-defying jumps, climb a wrecked airplane, and fall on her face from 20 feet up. It was pretty goofy when something similar happened in Uncharted 2, and it's equally goofy here. It's like they're trying to win both ways by injuring her (it's realistic!) without actually injuring her, which undercuts an aspect of her being vulnerable.
If the injuries are triggered by narrative beats, they control both their frequency and intensity. CD controls every aspect of the game being the way it is, and it's weird to see their reasoning behind it.